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Software Development Network >> Game Technologies

Game Technologies

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DXGI_FORMAT_R11G11B10_FLOAT format
ADPCM looping
"The project type not supported by this installation"
Beginner transform matrices question
SDK won't compile on VS2003 -> Syntax error in D3D10.h
Keyboard Text Input
Converting images to Pipeline without XNA Game Studio?
Implementation Inheritance Regrets
XNA GSE runs on XP SP2 ... also Media Center??
slowing FPS display with timers... how?

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Answer Questions

  • adorer Can Draw() be called halfway though Update()

    Hi everyone, I have a main Draw method that calls various Draw methods inside my classes i.e. <code> protected override void Draw(GameTime gameTime) { graphics.GraphicsDevice.Clear(Color.CornflowerBlue); spriteBatch.Begin(SpriteBlendMode.AlphaBlend); levelHandler.Draw(spriteBatch); paddle.Draw(spriteBatch); ball.Draw(spriteBatch); spriteBatch.End(); base.Draw(gameTime); } </code> I also have a main Update method that does a similar thing. My problem is that it would seem my Draw methods are being called DURING my Update method. The reason I think this is that my ball Update method moves my ball but at the end of the update, if the ball is colliding with my paddle, it will ...Show All

  • thisishaydes How to draw to an offscreen texture (for screen effects and video feedback)

    I'd like to do some screen effects with a pixel shader and maybe also some video feedback stuff. I'm trying to figure out how to render to a texture (maybe an Offscreen Surface ) which I'll then be able to render back on to the graphics device's buffer. I'm not sure whether I should use GraphicsDevice.CreateOffscreenPlainSurface or GraphicsDevice.CreateRenderTarget or what sort of paramters I should feed to either of those. The once I've got a Surface created by one of those methods, I'm not sure how to set it as a render target... GraphicsDevice.GetRenderTarget with an index above 0 always throws an exception, so I'm guessing there is some way to explicitly add Surfaces to GraphicsDevices as a render target that I can't seem to figure out ...Show All

  • Bijoy Jacob Joseph Loading Content After Device Reset

    I'm going through my code to make sure everything properly releases and reloads when the device is destroyed, and I'm finding a problem with one particular case. I have a class that is basically a container for my bullets (textured quads). When the program runs initially everything runs fine, but if I minimize the window and bring it back up, all my models and things reload properly (including a textured model, non-textured model, and grid) except my bullet manager. Is there something tricky about something with the texture I figure the basic effect isn't my problem because my grid uses a basic effect. Here's the content loading code for it: public override void LoadGraphicsContent(bool loadAllContent) { if (loadAllContent) { ...Show All

  • Jane Sathyan What does creators club include right now?

    I'm a little puzzled about what the creators club actually includes, I've checked the FAQs and can't really find an answer. I have however managed to find the following: "The XNA Creators Club is available on Xbox LiveR Marketplace for $49 (U.S.) for a four-month subscription, or $99 (U.S.) for an annual subscription. Both subscriptions provide aspiring game developers with access to thousands of game assets from Microsoft and key partners such as Turbo Squid Inc., as well as white papers, specialized starter kits, samples and technical product support to help turn Your World, Your Game into a reality." I signed up for a year because it sounds like quite a good package, however there seems to be no information provided on ...Show All

  • Sushisource Texture.Dispose() seems to mix up textures if called more than once on a texture

    Strange things seem to happen if Texture.Dispose() gets called more than once. The way it manifested for me is that after re-loading all textures, the managed texture objects seemed to be pointing to incorrect unmanaged texture resources. For example, in an example 2D app, I have a wall texture and 4 player textures (bitmaps of the player facing forward, left, right, and up). I was calling Texture.Dispose() during the DeviceResetting event, but was calling it again during the DeviceReset event "just to be extra sure" the old texture was disposed before re-loading a new one from disk. This worked under MDX 1.1 without any problems, even if it was slightly inefficient and sloppy. Under XNA, after the device reset, it seeme ...Show All

  • ahkow BasicEffect, adding a texture and redering it.

    I'm trying to add a texture to a cube using the built-in BasicEffect class. Can't seem to get the BasicEffect technique to render the texture. How does one set the BasicEffect technique to allow rendering the texture Here is the cube set-up: public static VertexPositionNormalTexture[] MakeCube() { VertexPositionNormalTexture[] nonIndexedCube = new VertexPositionNormalTexture[36]; Vector3 topLeftFront = new Vector3(-0.5f, 0.5f, 0.5f); Vector3 bottomLeftFront = new Vector3(-0.5f, -0.5f, 0.5f); Vector3 topRightFront = new Vector3(0.5f, 0.5f, 0.5f); Vector3 bottomRightFront = new Vector3(0.5f, -0.5f, 0.5f); Vector3 topLeftBack = new Vector3(-0.5f, 0.5f, -0.5f); Vector3 topRightBack = new Vect ...Show All

  • V.E Applying Texture to Mesh

    I am trying to apply a texture to a mesh that has no texture. All that's happening is that only a single color from the texture file is being applied to the mesh, but the entire texture is not displaying. Here's the rendering code: Dim mat As Material = New Material mat.Ambient = Color.White mat.Diffuse = Color.White device.SetTexture(0, Nothing ) device.SetTexture(0, texture) device.Material = mat Dim matFirst As Matrix = Matrix.Multiply(Matrix.RotationYawPitchRoll(25, 20, 0), Matrix.Scaling( New Vector3(0.6F, 1.0F, 1.0F))) device.Transform.World = Matrix.Multiply(matFirst, Matrix.Translation(Vec3(iii))) Me .meshes(iii).DrawSubset(0) Here's the code I use to load the mesh and texture. ...Show All

  • Kinlan Text occluded by geometry

    Hi, I have a problem with drawing place names on top of a terrain scene. The place names have a fixed world space position. I project this to sceen space and draw the text using the ID3DXFont interface. The problem with this approach is that the there is no depth testing or occlusion testing of the text, so place names behind mountains are visible.. What is a good way to handle this problem Thanks, Harald Vistnes I've not had to try this using ID3DXFont, but you might want to try changing the transformation ( ID3DXSprite::SetTransform() ) for the underlying ID3DXSprite - see about giving it a Z offset. You could also try changing the viewport and/or projection settings for the text rendering. ...Show All

  • Thunder2002 [XNA] different textures on different polygons

    Hi all, I have just written a map loader for my project but i have a little problem. At the moment i have no textures, but i want to know how can i do to draw differents textures on differents polygons Using the classical method with a basicEffect i can just applicated one texture in my draw() method. Knowing i have one buffer of all vertex and one for all indices of my map that's a probleme :-/ Thanks (sorry for my english its not my mother tonge...) Thanks for your answer. But now if want to use ModelMeshPart type, i need to create a new model. But how can do this without the classical "content.load<model>" because it's a file type created by me. So i have currently one vertex b ...Show All

  • NotTaken Setting up the camera for a mesh

    I'm loading a mesh into my program. My problem is, they are always like half way off my screen or super large or super small or sideways, depending on what model I load. I would like to re-create the functionality of the DirectX viewer - which lets you view mesh .x files. No matter what, when you load a file in it, the mesh is always nicely centered and at a zoom to fill the window. How can I set up this functionality in my code The source of DirectX Viewer is available to you in the SDK. Have you looked at the source yet um.. "DirectX Viewer" Look in the DirectX Sample Browser. If you need to narrow down the list, only check "C++" and "Utilities" I coul ...Show All

  • Code-Master Multithreaded Resource Loading

    Can I create VertexBuffers, IndexBuffer and Textures in a separate thread and then use them for rendering within the main thread Or can I at least fill those resources with data from a background thread It would be nice if I could, in addition to loading files in the background (with is reasonably simple using Stream.BeginRead() and Stream.EndRead() ), also set up my GraphicsDevice resources in the background while the user is, for example, watching an animated loading screen. -Markus- It is true that to have a reliable XNA app you must load and free resources on create, resseting, reset, disposing. As long as all resources for your game will fit into the memory pools you are using this is all you ever ...Show All

  • splyf Multiple sprite batches?

    Is it a good idea to use multiple SpriteBatch objects to render different batches of sprites (GUI elements, additive particles, animated sprites etc), or can I just pass around one instance of a SpriteBatch and Begin/End for each different batch It's better, if possible to use one sprite batch. The amount of sprite batch start and end calls will be one of the biggest performance impacts in your 2D game. The next big performance tip is to use as few Texture2Ds as possible, and if you have multiple sprites coming from the same Texture2D, draw all those sprites in sequence then move on to your next texture since each time you switch the texture you are drawing from there is significant overhead. Ideally yo ...Show All

  • TruePsion Vista install problems

    XNA won't install on Vista RC 1 5736. I'll try on a daily build tomorrow in the office. Are you going to support Vista in December mpipe again wrote: Please read the FAQ ! Tru, I see that it isn't supported and that it will be officially supported in a later release. Installing Visual C# SP1 makes the crash go away, but XNA studio is still gimped like Beta 1. The reason I'm so displeased is that I'm a dev on Vista and I'm pretty disappointed in the lack of support :(. Oh well, I'll fire up the XP laptop. It's the kids... they make me crazy! ;) I've just been reading too many blog comments lately, seen too many people complaining. Ended up singli ...Show All

  • Dr.9 360 deployment question

    I have a question about the 360 deployment. (I don't own a 360 right now, so that's why I'm asking... I'm planning on getting one this summer.) I know that you need GSE on your computer to deploy it to your 360. But once you have it on your 360, can you unplug, pick up the console, take it to someone else's home (or just disconnect it from net), and still play the game or does it require an active connection to the desktop Sorry if this has been answered recently, I haven't kept up-to-date with XNA over the last couple months (since beta 1) and I'm just now getting time to get back into it. thanks, You need a network connection with your PC in order to deploy a game to the Xbox360. Once the game has be ...Show All

  • Hamann Heinz Multi-core programming

    Will the XNA Framework allow assigning threads to specific cores on the 360 Or more generally, how will XNA Framework interact with the 360's cores and hardware threads twospoons wrote: Does all the cores share the same L2 cache (Core 2 Duo style) Does the hardware threads on each core share the same L2 cache Sorry for all the questions, but if you have some docs to point me to I'll read those instead :) There is a single shared L2 cache. Each of the three cores has its own L1 cache, which is shared between the two hardware threads on that core. http://www-128.ibm.com/developerworks/power/library/pa-fpfxbox/ has some more details. Ars Technica also did a gory low level article ...Show All

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